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BSG
I now have everyone's play. Let's put Destiny in too.
Inbound Nukes:
15 GP(B)
Destiny:
Consolidate Power 1, Personal Vices 3
Cottle:
Guts and Initiative 2, Launch Scout 2, Launch Scout 2
Leoben:
Repair 1, Raptor Specialist 4
Baltar:
Test the Limits 5
Hoshi:
Personal Vices 3
Cain:
At Any Cost 3, Launch Scout 1, Launch Scout 1, Strategic Planning 4, Repair 2
Helo:
Dradis Contact 0
Tally: 27 - 7 = 20. Pass!
So that's no effect, but we do have some Treachery to resolve there. The DC-0 adds 2 raiders in Sector 1. All raiders are now on the board (along with all basestars and all civvies). The PV-3 gives each human player a Treachery card. Helon is not human, so he doesn't draw a mutiny card. Dealing with that now.
BSG
Cards sent. Administrative note: this card draw exhausted the Treachery deck (YES AGAIN). I've reshuffled the discards.
Finally, this check was Reckless, so now we have the possibility of more Treachery. The top card of the Treachery deck is:
Bait 0
Treachery is a go! We also turn over the second card, which is:
Bait 0
Heh. Ok, these cards take effect; however, all the civilian ships are already on the board, so there are no more to add anyway. No effect! (Other Treachery which would have had no effect are DC-0 and VO-4.)
That concludes Helon's turn. Cottle's cards are going out. Doc Cottle, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 6.5 - Helo
Locations and Hands
Leoben: Hangar Deck; 5 cards, 0 miracle tokens, 0 mutiny cards
Baltar: Hangar Deck; 6 cards, 0 miracle tokens, 1 mutiny card
Hoshi: Caprica; 2 cards, 0 miracle tokens, 0 mutiny cards
Cain: Pegasus CIC; 4 cards, 1 miracle token, 0 mutiny cards
Helo: Caprica; 4 cards, 0 miracle tokens, 0 mutiny cards
Cottle: Main Batteries; 4 cards, 0 miracle tokens, 1 mutiny card
Main Board Sectors
Sector 1: 2 Raiders
Sector 2: 1 Basestar, 9 Raiders
Sector 3: 1 Basestar, 5 Raiders, 1 Heavy Raider
Sector 4: Civilians A B C
Sector 5: 1 RSV
Sector 6: 1 RSV, Civilians D E
Resources
Fuel: 5
Food: 3
Morale: 2
Population: 4
Viper Reserves: 0
Damaged Vipers: 5
Raptors: 2
Assault Raptors: 0
Boarding Party: 0
Other
Nukes: 1
Jump Track: 1 (Red)
Distance Travelled: 6
Galactica Damage: Admiral's Quarters, Hangar Deck
BSG (Cain)
Take that, nukes! A small overplay, but we pulled it off. Now we have three human turns before Hoshi pulls some shenanigans. Two Raider activations could potentially kill us. I think our only shot at surviving this cycle is to Blind Jump and hope for the best. I'm ready to provide a miracle as soon as someone has an XO.
Cottle, I'm not sure what the best course of action for you is. Shoot some Raiders? Move a couple civvies in Sector 4 to Sector 5? Move the Viper into Sector 4? Treatment? How are we going to pull this off?
BSG (Cottle)
I'm at a total loss for the next move. I have no way to XO, so that's not on the table. What's the highest number of raiders I could destroy from the Main Batteries in this turn?
BSG
You can take out up to 4 raiders in one sector with Main Batteries.
BSG (Toasty Hoshi)
A small overplay
Understatement. Should make the next couple of crisis a lot more fun.
BSG (Cottle)
I am going to use the Main Batteries and
Open fire on the Raiders in Sector 3.
BSG (Cain)
A small overplay
Understatement.
No, it's not. We were only 5 over. That's nothing compared to checks where we've gone over by double digits.
I am going to use the Main Batteries and Open fire on the Raiders in Sector 3.
I
play SP-3
to help your aim.
BSG (Toasty Hoshi)
I just love how many cards were burned for "no effect".